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Research · Programme

Immersive, Inclusive and Embodied Learning

a blurry image of a baseball player swinging a bat

Exploring immersive, and spatial technologies to augment human learning and intelligence, embed skills in context, and advance equitable and inclusive learning futures. 

The Immersive, Inclusive, and Embedded Learning programme investigates how extended reality (XR), spatial computing, and sensor-based technologies can transform learning by embedding it directly within real-world and simulated environments. The programme futures builds on IET’s long-standing expertise in augmented, virtual, and mixed reality, and inclusive extending into new domains of accessibility, inclusion, and embodied cognition. 

Our research explores how immersive technologies can support authentic learning-by-doing (also in different socio-economic contexts), enable empathy-rich simulations, and offer equitable access to complex or remote experiences. The ‘inclusive’ dimension addresses universal design, accessibility through XR and AI, and co-creation with learners from diverse backgrounds. The ‘embedded’ dimension focuses on seamless, Augmented Reality integration, where learning is not separate from work or play but occurs naturally within lived, spatially, and socially situated contexts. 

The programme connects design research, performance analytics, and cognitive science with the social mission of the Open University, ensuring that the immersive revolution enhances—not replaces—human educators. It supports the Open University’s strategic priorities in innovation, inclusion, and lifelong learning, while contributing to global EdTech and XR standards. 

Aligned with the Horizon Europe Work Programmes 2025–2027, the programme positions IET to lead and collaborate on large-scale projects in virtual worlds, spatial computing, AI-supported experiential learning, and equitable participation in digital futures. 

Editorial

Test-beds show teachers using eXtended reality to "tailor learning experiences to students"

Academic researchers at The Open University's Institute of Educational Technology (IET) are working with a consortium of partners from across Europe to assist teachers in primary and tertiary education to adopt augmented reality in education.

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Editorial

OU’s augmented reality learning ecosystem project wins EU standards+innovation award

The ARETE project received the CEN/CENELEC Standards+Innovation Award 2022 for Best Research Project. Congratulations to IET and the connected consortium of international partners.

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Editorial

Remote industry training with augmented reality

High-standard industrial training at scale with AR.

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Thought leadership

Learning in the Metaverse

Professor Fridolin Wild discusses why the time is right for learning in the metaverse to be rolled out into the mainstream.

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Editorial

Creating an interactive holographic artificial intelligence

Xinyu Huang explores 3D scanning, 3D reconstruction, motion capture, and natural language processing within her doctoral research at the OU's Institute of Educational Technology.

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Editorial

OU's MirageXR learning tool bridges gap in cognitive processing

Mirage XR, the flagship cross-platform augmented reality (AR) app for industrial training and educational course creation.

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Editorial

Making science more comprehensible with mixed reality

Yuko Suzuki investigates ways that mixed reality dimensions within a learning context can make science more understandable, during her doctoral research at the OU's Institute of Educational Technology.

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Editorial

Enhancing home learning with smart technology

Innovative digital technology has the capability to significantly improve the way that people learn from home.

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Thought leadership

How wearable devices can improve online learning

As Covid-19 has shifted learning online, wearable tech has a greater role to play in education.

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Selected insights and findings

2024

2023

2021

2019